Pléroma - A furry WG text adventure - v1.0.6 out now :D

Hey, always happy to see more Fatty Text Adventure Game, and things inspired by it. Looking forward to seeing where you go with this.

I haven’t gotten too far in, but I did notice one minor issue: The height buttons in the character creation process are kind of janky if you set the units to Imperial. You have to click the +/- buttons 2 or 3 times to get the height to move to the next inch, seemingly because the buttons still add or subtract 1 cm in the background. Also, certain heights in cm get converted to heights ending in 12" instead of being properly rounded to the next foot (152 cm gets converted to 4’12", 182 cm gets converted to 5’12", and 213 cm gets converted to 6’12"). And if you try to switch between Imperial and Metric (either direction) on the height selection screen, the +/- buttons stop working, even if you switch the units back, and you have to back up then advance to the height selection screen again to fix the buttons.

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FTAG like game is always great. I’ve played up to obtaining the Amulet of Intimidation with both a maximum weight and a lightweight build. Since you’ve asked for feedback, I’ll write down what I think.

  • There was some text that was not suitable for lightweight players. Such as “…your already massive gut” when I devoured something, or “…finds your obese, sprawled body…” when I was knocked out. I think there were others too, but I’ve forgotten them.

  • I think the weight progression in early game is too fast for me. Up until Obese, I progress to the next stage like every 1-2 devours…

  • This is just my personal preference, but… I feel like the current weight system doesn’t quite fit with world building.

  • …That’s what you say, but currently, gaining weight doesn’t make the player any stronger at all. In fact, the difference between the maximum and light weight builds is only a slightly larger amount of experience points, and even when I level up, I only get a few stat points, so I hardly noticed any difference. Plus, the descriptions of the later weight stages, while they do express bigness and immobility well, don’t make me feel like I’m getting any stronger. In that sense, it felt like the interesting world setting was being wasted.

If you’re struggling to come up with ideas for later weight stages, here are a few simple ideas. For example, “large as xxx,” “heavier than xxx,” “wider than xxx,” “xxx breaking,” etc. xxx can be something from the real world or something from your own world. For example, you could link it to the Titan Marine, a major threat in this world(maybe), and say “Titan Marine sized

You can also connect it to your lore, story, characters, or items. If a legendary warrior xxx existed in the distant past and was impressively large, you could say “Like xxx.” Or, if there’s an artifact xxx and the player’s weight is sufficient to handle it, you could say “approved by xxx.”

The description can also include how the player of that weight is viewed by other people. By writing an objective perspective within that world, you can simultaneously describe the worldview.

With the current volume, this many stages are sufficient, but given the “bigger is stronger” setting, I think more weight stages will be needed as the game content increases. It certainly seems difficult to create stages above Singularity, but I think there is plenty of room to create in-between stages up to that point.

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Alright, it should work now on the latest build, changed the build script x3

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Thanks for reporting that!! It totally flew over me the fact that Imperial should go inch by inch instead of reusing the same function as Metric and as for the buttons not working, fixed that on the latest build x3

Sorry for the inconveniences and thanks again for the feedback <3

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Hoooly thanks for such a detailed feedback! Yeh, worked on adding some intermediate stages to make the curve less steep after the “obese“ stage, as for the earlier stages… Yeh, they will still be quick to skip for now, don’t really want to call a 200kg, 1.60m fox just “pudgy“.

As for the lore and actual gameplay relationship, you are right, fat didn’t really have an impact beyond meaning you had a big stomach (not a buff but rather a “visual representation“ of it), i’ll still have a look on how to manage fat as its own system (could add a modifier to use fat as melee damage but that would quickly throw the balance off, more than it already is XD), for now it will increase your HP bar and not much else. And yes, I will continue expanding the lore and adding real reasons for most things, can’t promise much in the near future though, I’m approaching my finals as well as I might start a new job, we’ll see of things turn out x3

But ayyy, thanks again for the feedback <3

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I believe the latest update might be bugged as Vella and the NPCs still have their typical single phrase dialogue when talking to them. Plus, I got my relationship with Vella up to Trusted, but I am not seeing any romance options. Besides that, though, I’ve been enjoying my time with the game! :3

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Shih, you are right, I forgot to update the build script for those branches, mbmb, should work now, sorry for the inconveniences :,3

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I’ve been trying this, and it simply does not happen. I turned on the invincible cheat and mashed the flee button to give it like a hundred free attacks. The bears never grapple. You should really change this quest to something that doesn’t require relying on RNG.

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Added a pity system now, after 5 turns if the mob can grapple you and it didn’t, it will try. Quick fix until I figure out something better, sorry

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The item drop chances are really frustrating. I can kill dozens of monsters and not get their item drop. It really needs to be more common.

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I can say that mobs have a serious problem with actually landing grapples. I’ve gotten mobs attempt 10 grapples in a row (even before the pity system was added) and none of them landed.

Though I think that might’ve been addressed in one of the latest updates because it’s working a lot more often now..

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Dang this is pretty good, spent lots of time on Fatty Text Adventure and Pleroma scratches that same itch. Been playing and I just have my char keep swallowing mobs lol, the body descriptions are done super well too. Plans to add more clothing options and clothing tightness/ripping?

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Feels like there should be a “Wait” or defend command during battles so enemies can do their gimmicks if they have any

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Hi there! It seems like you’ve tagged both this topic and your Itch page as though the game isn’t AI-generated. Here’s some helpful tips for making that claim work in the future!

  • Consider editing your generated prose so that it sounds less like it came from a marketing pamphlet and more like an actual human writer. At this point, the tells are obvious: the corporate speak, the incongruous italics and bolding, the similes and metaphors that seem profound at first glance but are ultimately meaningless. Many people don’t consider it a substitute for actual substance.

  • Similarly, be mindful of your usage of grammatical marks that’ve become synonymous with AI writing. Em dashes, when used sparingly and appropriately, are okay, but they do make people wary. I can also count on one hand the number of times I’ve seen the unicode ellipsis character (…) used in actual human-written dialogue prior to AI, rather than people just typing three dots and their word processors leaving it alone.

  • :red_exclamation_mark: Try not to prefix items with unnecessary emojis.

  • When trying to obfuscate your usage of generative AI, best practices would suggest that you don’t leave your instructions telling Claude how to generate descriptions for you in your codebase.

For future projects, try considering the meaning of each AI-assisted tag and whether or not those descriptions might apply to your game before using the no-AI tags.

I hope you’ve found this primer informative and useful!

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Yeah, no point in denying it and thank you for the comment as well as the suggestions, I’ll check if I can change the tags here, as for the Git, yup, left it on public on purpose, and an even bigger YUP for the instructions, again, no point in denying it.

Thanks for taking the time to write your comment, it was indeed useful. I wouldn’t believe it either in your position, but I’ll work on it myself from now on, both fixing the current project and on future releases, the tags will change to AI generated.

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Oh… I actually liked this. now it’s come out there’s AI use… That’s a shame. That’s my interest lost.

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